source: trunk/src/opengl/mesa/vector.c

Last change on this file was 3598, checked in by jeroen, 25 years ago

* empty log message *

File size: 7.9 KB
Line 
1/* $Id: vector.c,v 1.2 2000-05-23 20:41:03 jeroen Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version: 3.3
6 *
7 * Copyright (C) 1999 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27/*
28 * New (3.1) transformation code written by Keith Whitwell.
29 */
30
31
32#include "glheader.h"
33#include "config.h"
34#include "macros.h"
35#include "vector.h"
36#include "mem.h"
37
38static const GLubyte elem_bits[4] = {
39 VEC_DIRTY_0,
40 VEC_DIRTY_1,
41 VEC_DIRTY_2,
42 VEC_DIRTY_3
43};
44
45void gl_vector4f_clean_elem( GLvector4f *vec, GLuint count, GLuint elt )
46{
47 static GLfloat clean[4] = { 0, 0, 0, 1 };
48 GLfloat v = clean[elt];
49 GLfloat (*data)[4] = (GLfloat (*)[4])vec->start;
50 GLuint i;
51
52 for (i = 0 ; i < count ; i++)
53 data[i][elt] = v;
54
55 vec->flags &= ~elem_bits[elt];
56}
57
58static const GLubyte size_bits[5] = {
59 0,
60 VEC_SIZE_1,
61 VEC_SIZE_2,
62 VEC_SIZE_3,
63 VEC_SIZE_4,
64};
65
66void gl_vector4f_init( GLvector4f *v, GLuint flags, GLfloat (*storage)[4] )
67{
68 v->stride = 4*sizeof(GLfloat);
69 v->size = 2;
70 v->data = storage;
71 v->start = (GLfloat *)storage;
72 v->count = 0;
73 v->flags = size_bits[4] | flags | VEC_GOOD_STRIDE;
74}
75
76
77void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*storage)[3] )
78{
79 v->stride = 3*sizeof(GLfloat);
80 v->data = storage;
81 v->start = (GLfloat *)storage;
82 v->count = 0;
83 v->flags = flags | VEC_GOOD_STRIDE;
84}
85
86void gl_vector4ub_init( GLvector4ub *v, GLuint flags, GLubyte (*storage)[4] )
87{
88 v->stride = 4*sizeof(GLubyte);
89 v->data = storage;
90 v->start = (GLubyte *)storage;
91 v->count = 0;
92 v->flags = flags | VEC_GOOD_STRIDE;
93}
94
95void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage )
96{
97 v->stride = 1*sizeof(GLubyte);
98 v->data = storage;
99 v->start = (GLubyte *)storage;
100 v->count = 0;
101 v->flags = flags | VEC_GOOD_STRIDE;
102}
103
104void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage )
105{
106 v->stride = 1*sizeof(GLuint);
107 v->data = storage;
108 v->start = (GLuint *)storage;
109 v->count = 0;
110 v->flags = flags | VEC_GOOD_STRIDE;
111}
112
113
114#define ALIGN_MALLOC(vec, type, bytes, alignment) \
115do { \
116 vec->storage = MALLOC( bytes + alignment - 1 ); \
117 vec->start = type (((unsigned long)vec->storage + alignment - 1) \
118 & ~(unsigned long)(alignment - 1)); \
119} while (0)
120
121
122void gl_vector4f_alloc( GLvector4f *v, GLuint sz, GLuint flags, GLuint count,
123 GLuint alignment )
124{
125 (void) sz;
126 v->stride = 4*sizeof(GLfloat);
127 v->size = 2;
128 ALIGN_MALLOC(v, (GLfloat *), count * 4 * sizeof(GLfloat), alignment);
129 v->data = (GLfloat (*)[4])v->start;
130 v->count = 0;
131 v->flags = size_bits[4] | flags | VEC_MALLOC | VEC_GOOD_STRIDE;
132}
133
134
135void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
136 GLuint alignment )
137{
138 v->stride = 3*sizeof(GLfloat);
139 ALIGN_MALLOC(v, (GLfloat *), count * 3 * sizeof(GLfloat), alignment);
140 v->data = (GLfloat (*)[3])v->start;
141 v->count = 0;
142 v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
143}
144
145void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
146 GLuint alignment )
147{
148 v->stride = 4*sizeof(GLubyte);
149 ALIGN_MALLOC(v, (GLubyte *), count * 4 * sizeof(GLubyte), alignment);
150 v->data = (GLubyte (*)[4])v->start;
151 v->count = 0;
152 v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
153}
154
155void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
156 GLuint alignment )
157{
158 v->stride = 1*sizeof(GLubyte);
159 ALIGN_MALLOC(v, (GLubyte *), count * sizeof(GLubyte), alignment);
160 v->data = v->start;
161 v->count = 0;
162 v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
163}
164
165void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
166 GLuint alignment )
167{
168 v->stride = 1*sizeof(GLuint);
169 ALIGN_MALLOC(v, (GLuint *), count * sizeof(GLuint), alignment);
170 v->data = v->start;
171 v->count = 0;
172 v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
173}
174
175
176
177void gl_vector4f_free( GLvector4f *v )
178{
179 if (v->flags & VEC_MALLOC) {
180 FREE( v->storage );
181 v->data = 0;
182 v->start = 0;
183 v->storage = 0;
184 v->flags &= ~VEC_MALLOC;
185 }
186}
187
188void gl_vector3f_free( GLvector3f *v )
189{
190 if (v->flags & VEC_MALLOC) {
191 FREE( v->storage );
192 v->data = 0;
193 v->start = 0;
194 v->storage = 0;
195 v->flags &= ~VEC_MALLOC;
196 }
197}
198
199void gl_vector4ub_free( GLvector4ub *v )
200{
201 if (v->flags & VEC_MALLOC) {
202 FREE( v->storage );
203 v->data = 0;
204 v->start = 0;
205 v->storage = 0;
206 v->flags &= ~VEC_MALLOC;
207 }
208}
209
210void gl_vector1ub_free( GLvector1ub *v )
211{
212 if (v->flags & VEC_MALLOC) {
213 FREE( v->storage );
214 v->data = 0;
215 v->start = 0;
216 v->storage = 0;
217 v->flags &= ~VEC_MALLOC;
218 }
219}
220
221void gl_vector1ui_free( GLvector1ui *v )
222{
223 if (v->flags & VEC_MALLOC) {
224 FREE( v->storage );
225 v->data = 0;
226 v->start = 0;
227 v->storage = 0;
228 v->flags &= ~VEC_MALLOC;
229 }
230}
231
232void gl_vector4f_print( GLvector4f *v, GLubyte *cullmask, GLboolean culling )
233{
234 GLfloat c[4] = { 0, 0, 0, 1 };
235 const char *templates[5] = {
236 "%d:\t0, 0, 0, 1\n",
237 "%d:\t%f, 0, 0, 1\n",
238 "%d:\t%f, %f, 0, 1\n",
239 "%d:\t%f, %f, %f, 1\n",
240 "%d:\t%f, %f, %f, %f\n"
241 };
242
243 const char *t = templates[v->size];
244 GLfloat *d = (GLfloat *)v->data;
245 GLuint j, i = 0, count;
246
247 printf("data-start\n");
248 for ( ; d != v->start ; STRIDE_F(d, v->stride), i++)
249 printf( t, i, d[0], d[1], d[2], d[3]);
250
251 printf("start-count(%u)\n", v->count);
252 count = i + v->count;
253
254 if (culling) {
255 for ( ; i < count ; STRIDE_F(d, v->stride), i++)
256 if (cullmask[i])
257 printf( t, i, d[0], d[1], d[2], d[3]);
258 } else {
259 for ( ; i < count ; STRIDE_F(d, v->stride), i++)
260 printf( t, i, d[0], d[1], d[2], d[3]);
261 }
262
263 for (j = v->size ; j < 4; j++) {
264 if ((v->flags & (1<<j)) == 0) {
265
266 printf("checking col %u is clean as advertised ", j);
267
268 for (i = 0, d = (GLfloat *) v->data ;
269 i < count && d[j] == c[j] ;
270 i++, STRIDE_F(d, v->stride)) {};
271
272 if (i == count)
273 printf(" --> ok\n");
274 else
275 printf(" --> Failed at %u ******\n", i);
276 }
277 }
278}
279
280
281void gl_vector3f_print( GLvector3f *v, GLubyte *cullmask, GLboolean culling )
282{
283 GLfloat *d = (GLfloat *)v->data;
284 GLuint i = 0, count;
285
286 printf("data-start\n");
287 for ( ; d != v->start ; STRIDE_F(d,v->stride), i++)
288 printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
289
290 printf("start-count(%u)\n", v->count);
291 count = i + v->count;
292
293 if (culling) {
294 for ( ; i < count ; STRIDE_F(d,v->stride), i++)
295 if (cullmask[i])
296 printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
297 } else {
298 for ( ; i < count ; STRIDE_F(d,v->stride), i++)
299 printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
300 }
301}
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